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Ultimate Soldier/Guardian Build

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AVENGER
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Post by AVENGER »

Well personally I always have stasis field and force wave on hand so the only shield I think is worth your time to buy is the verpine prototype shield because even though I agree about mandalorian power and melee shields being next best you won't need them against the terentaks and rancors if you can just use stasis field then hack em to pieces with your lightsaber or just force wave over and over again. But if your one of those people that only gets building stat force powers then if you don't have a verpine prototype shield get the mandalorian ones.
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Post by Gopher »

Originally posted by Armisael
There is armour that gives strength. But as I've already said, the strength bonus it gives is absolutely pitiful compared to the extra damage you inflict from master speed's two bonus attacks.
.


Its not about damage. Its about stuns. STR gives more stuns.

Anyway after finishing BOTH scoundrel/guardian with robes and Soldier/Guardian with armour Im sticking to my claim. It was harder with the dress wearer :) Had to use heal, took longer to finish off the named dudes. It was fun playing the speedy defence character because it took more effort. I had to macro manage force powers (similar to the consular build in that respect), I had to use the other Jedi for heals and I noticed I had more downtime whilst waiting for force to regenerate. This was never an issue on the soldier/guardian with armour because he rarely used force powers.

I would say soldier/guardian LS in armour is the easiest build. Scout/Consular DS is the most fun. Oh and soldier model is coolest looking for males, and the scout is coolest for females :P

But it is only an opinion on what is the easiest and yet most fun RPG ive ever played. The fact that ive run through it from beginning to end six times now shows that this game had massive bang for the buck value!
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AVENGER
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Post by AVENGER »

Hmmm well you need to try Scoundrel/Consular because thats when the force really comes in to play because their not lightsaber masters even though they can be quite powerful with a lightsaber my last consular was super powerful with a lightsaber pretty much I had to fight malak to the death because the only force power that really worked was advance lightsaber throw and thats no fun. Ya very true about making big bucks off this game plus wasn't it named x-box game of the year? or something. Ya I'm almost done with my fourth time through the game and I'm still not sick of it. :D
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Gopher
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Post by Gopher »

Originally posted by AVENGER
Hmmm well you need to try Scoundrel/Consular
Played that one first time through :)

Done these:

Scoundrel 8/Consular 12 (LS)
Scout 8/Consular 12 (LS) - Did not finish, stopped on builder planet....
Scout 2/Consular 18 (LS)
Scout 2/Consular 18 (DS) **Utter favourite build**
Soldier 8/Guardian 12 (LS)
Soldier 8/Guardian 12 (DS)
Scoundrel 7/Guardian 13 (LS)


Not played a sentinel ... never felt the urge.
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AVENGER
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Post by AVENGER »

Ok I have a question for sentinel people what's so great about sentinels? Like what bonuses do they get? I'll list the types of players I've been.
Scoundrel/Guardian LS
Soldier/Guardian DS
Scoundrel/Consular LS "FAVORITE"
Soldier/Guardian LS
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Post by jeremiah »

Well sentinels get an extra skill point per level and they get immunities but unfortunately not immunity to choke or slow which is a bummer. They get more force points than a guardian but the attack bonus of a consular (if it were midway it would be great).

I still prefer scouts as a starting class as they are the best class to freeze level ups at a low level. Scoundrel and soldier benefits are not appreciated unless you take at least 7 to 8 levels.
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Post by AVENGER »

Oh thx for telling me because I just knew what they kind of got by the description when your choosing your character. That's very true about scoundrel and soldier benefits not being appreciated till 7 or 8 because you have to keep going up levels to get all the advantages for soldier and scoundrel. Now I'll have to try a scout. :)
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Post by Gopher »

Only reason I can think of to take only 2 levels of your first class is that you intend to play a consular. You get more force powers, and more force points. There are no other advantages so for sentinel and guardian id take lvl 7 or 8 in your first class for the feats / skills etc.
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Post by jeremiah »

If you want a sort of guardian/consular hybrid then the scout4/guardian is the way to go. My DS scout4/guardian was happily casting insanity and death field without worrying too much about force point depletion or having enemies succeed their saving throws too much.
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Post by AVENGER »

I'll have to try it.
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Post by Lord Nyax »

Scout to freeze at low level?

I don't know what you guys mean when you say that scouts are good to freeze at low levels. It seems to me that there are about three reasons to choose a scout:

Because they get repair and computer use as class skills

Because they get the Implants feats for free

Because they are like soldiers with skill points

Oh, and what items are there that raise wisdom or charisma other than LS items.
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Post by jeremiah »

Reason is that scouts get their best features up front. Their better saves and decent starting feats. Scoundrels need a few more levels to get Scoundrel's luck and sneak attack bonuses while main reason to play soldier is to get feats.

I see no reason to get Uncanny Dodge 2 and waiting until level 8 just to get the Implant level 3 feat is not really necessary (when you can select it at anytime). So level 4 is rather ideal. Makes a superior Guardian as they get as good an attack bonus as soldier/guardian (difference of 1 only) but get better saves and opportunity to get better skills if you are so inclined with the force powers to back their sword arm.

You are right there are no wisdom boosting items for DS.
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Post by Lord Nyax »

Why not!!!!!

Oh man. No wisdom boosters for DS. None. That's not fair. Oh well. Fine. Have it your. I give up. I'm done. I'm finished. (if you can't tell, I'm going to stop here.) Or not...
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Post by Armisael »

Originally posted by jeremiah
What are you talking about force powers not comparing to meelee attacks?? Sure Force wave maximum damage is 30 but that is PER ENEMY at the same time. Walk into a room full of half a dozen enemy, you are more likely to walk away as soon (inflicting 6 * 30 = 150 damage in one round) or faster than a Guardian attacking with meelee weapons or lightsabers when using successive force waves and high DC build consulars stun the enemy for their allies is like gravy.
I'm talking about the fact that you can spend ten rounds spamming wave to kill off an enemy/enemies, whereas I'll just hop between them all and be done in six.

The only tangible advantage to force powers is their area-of-effect disabling. When the enemies aren't tightly packed together (say, if they're ranged attackers), or there are less than six of them, or one is especially strong (i.e. a boss), melee always comes out on top. The only conceivable situation in which force powers can outdamage melee, is in a room with six tightly packed enemies where you're repeatedly using storm.
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Post by Gopher »

Originally posted by Armisael

The only tangible advantage to force powers is their area-of-effect disabling. When the enemies aren't tightly packed together (say, if they're ranged attackers), or there are less than six of them, or one is especially strong (i.e. a boss), melee always comes out on top. The only conceivable situation in which force powers can outdamage melee, is in a room with six tightly packed enemies where you're repeatedly using storm.


Totally disagree, the consular is without doubt the most powerful. Insanity, kill and lightning is just plain silly and unstoppable. The odd force wave to blow away anyone who resists and your laughing. You may do less damage per turn but you have ALL enemies pretty much helpless the whole time. This means your two buddies get unopposed lightsaber strikes and none of you takes much damage.

It does however take more macro-management than the tank-guardian, but less than the dress wearing speed guardian :)
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Post by Noober »

Originally posted by Gopher
Totally disagree, the consular is without doubt the most powerful. Insanity, kill and lightning is just plain silly and unstoppable. The odd force wave to blow away anyone who resists and your laughing. You may do less damage per turn but you have ALL enemies pretty much helpless the whole time. This means your two buddies get unopposed lightsaber strikes and none of you takes much damage.

It does however take more macro-management than the tank-guardian, but less than the dress wearing speed guardian :)


If you're talking about PvP, a Guardian with Force Immunity (If you Force Breach I'll simply take you down with a Jump) & Master Speed will easily defeat any consular (and don't forget about Immunity: Mind Affecting).

If you're talking about single play, a guardian can defeat any enemy (with Master Speed and a decent saber) in one round, then add an immobilizing effect like Stasis Field and even a large group of sith will fall before even reacting.
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Post by Gopher »

Havnt tried multiplayer.
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Post by AVENGER »

Originally posted by Noober
(If you Force Breach I'll simply take you down with a Jump) & Master Speed will easily defeat any consular (and don't forget about Immunity: Mind Affecting).


I don't understand what your talking about Noober. It sounds like your talking about multiplayer. You don't play multiplayer in KOTOR and your not fighting against consulars. I think the consular is the best jedi to go with.

Mainly because I went through the whole game beating pretty much every enemy I fought with force wave and stasis field. I mean I beat Darth Bandon, Calo Nord, and Saul Karath all with Stasis Field and Force Wave. My consular would rarely get touched the only time I had to use my lightsaber quite a bit was towards the end of the Star Forge I ran out of force points, but there was such a miniscule number of enemies left I was fine. Then with Darth Malak and Bastila I could still hack them to pieces with my lightsaber.

Also, how Arismael talked about taking 10 rounds to kill off a room full of sith. I totally disagree It takes about 3-4 force waves and they're all dead, with force wave. One time I walked into 8 sith used two force waves and they all died no lightsaber. The only people it might take like 6 or maybe more force waves on are dark jedi masters, but you hardly ever run into them it's usually just apprentices and I was killing those off after like 3-5 force waves. Don't understand what your talking about, taking 10 rounds.
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Post by Noober »

Originally posted by AVENGER
I don't understand what your talking about Noober. It sounds like your talking about multiplayer. You don't play multiplayer in KOTOR and your not fighting against consulars. I think the consular is the best jedi to go with.


I'm talking about a hypothetical case using pure mathematics. You could test this out using PnP and you would see that with decent equipment the Guardian would consistantly defeat the Consular, however this is only in duels. Against multiple (over 4)opponents the Consular would be more efficient then the Guardian, the difference increasing as the number of opponents increases.
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Post by Armisael »

Hmm. Walked into a room with eight sith? Which room would that have been? Because I can't ever recall seeing more than half a dozen hostiles on the screen at any one time, save perhaps the sand people enclave or either Rakata enclave, and then only if you run around deliberately collecting enemies. Besides which, I didn't ever say anything about sith... how about rancors?

Force wave does a maximum of 30 damage per casting, and that's at level 20. The enemies you're fighting by that stage in the game have a bit more than 60 VP, so I'm inclined to believe that most of what you say is sheer exaggeration. If anyone has a counter-argument to the points I made about range limitations and higher-VP enemies, though, then I'd like to hear it. I know for a fact that melee does far more damage than force powers could ever hope to, and it's my experience that even though those area of effect attacks look reasonably effective on paper, in practice you're hardly ever able to hit more than two enemies at a time with them, particularly in the case of ranged attackers.
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